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Fighting games couldn’t wow people with fireballs and spinning kicks forever. They needed something flashier, like a big do-or-die attack that could land big damage if it hit but left the player at a disadvantage if they missed or abused it. They became super moves, and depending on the character, game, and even whole series, they’ve varied in the whole risk/reward balance.

Related: Street Fighter 6: How to Use Critical Arts

For example, Street Fighter 3: Third Strike saw Chun-Li dominate with her Hoyokusen kick super, and Remy get dominated with his Blue Nocturne. Street Fighter 6 has managed a better balance thus far in that everyone on its roster has a solid set of Super Arts. Even so, there are some that put on a stronger show than others. These are the best Super Arts in Street Fighter 6 ranked by utility.

9 Dhalsim: Yoga Sunburst

Best SF6 Super Arts- Dhalsim Yoga Sunburst

Oro may have been left behind in Street Fighter 5, but Dhalsim fills his role with this super. The Yoga Sunburst acts similarly to Oro’s Yagyou Dama, in that it’s a slow fireball meant to limit the opponent’s movement and open them up to combos. However, it has a few differences, with the biggest being that the Sunburst doesn’t float around the stage. It just moves up, then down at an angle.

However, it's also a much bigger fireball by default. Then it can be charged up to get even bigger and harder for the opponent to avoid. They’ll be stuck right at the end of the stage, right where Dhalsim wants them as his stretchy attacks can crack their defense just in time for the Sunburst to bring the pain. It takes some setup to use, but it feels rewarding when it all comes together.

8 Jamie: The Devil’s Song

Best SF6 Super Arts- Jamie Devil's Song

Any of Jamie’s supers could go here. Breakin’ is a quick, tricky-to-read kick super that can increase Jamie’s drink meter if the player holds down the button. Then his Getsuga Saihou launches the opponent by default, leading to juggle combos. Granted, it doesn’t do that when Jamie’s low on health, yet the extra damage it deals in Critical mode can make up for that.

That said, players shouldn’t sleep on The Devil’s Song. On the face of it, it’s just a basic install super that maxes out Jamie’s drink meter. But to keen players, it instantly opens up Jamie’s full move set. They don’t have to gradually build it up with one skill or another. They can just move straight into confusing the opponent with pressurizing mix-ups. It only lasts for one round though, so it has to be used wisely.

7 Ken: Dragonlash Flame

Best SF6 Super Arts- Ken Dragonlash Flame

Even when SF6 has left him down in the dumps, Ken is one of the more popular Shotos around to play. He’s less technical than Ryu with his straightforward rushdown take on Ansatsuken, while being able to take hits better than Akuma. As such, players will likely find plenty of opportunities to take opponents down with his Shippu Jinrai Kyaku and Shinryu Reppa.

Related: Street Fighter 6: How to Play Ken

His Level 1 super, the Dragonlash Flame, is basically a little version of his Guren Senpukyaku Ultra Combo from Super Street Fighter 4. Both were spinning fire kicks that left their opponents on the other side of the screen. Though while the Dragonlash isn’t as strong, it’s more versatile as it’s invincible on startup. Meaning, if it’s done at the right time, it’ll pass through the opponent’s strikes and strike them down.

6 Marisa: Goddess Of The Hunt

Best SF6 Super Arts- Marisa Goddess of the Hunt

Marisa is scary, and not just because she’s the size of a house. She’s actually one of the quicker big-body characters, and has decent reach on her moves. Her Javelin of Marisa can tank attacks and strike opponents who think backdashing will save them. Then her Meteorite can punish foes for jumping or turtling with its anti-air and overhead properties.

Her Level 3, Goddess of the Hunt, really brings the pain. Its range is more limited than the Javelin, but it can still barge through strikes and projectiles to plaster the opponent. Once it does, they’ll be at her mercy. If its sheer power, be it regular or Critical, doesn't finish her opponents off, they'll be left stuck in the corner afterward, ready for more pain.

5 Luke: Pale Rider

Best SF6 Super Arts- Luke Pale Rider

Despite being positioned as the face of SF6 (quite literally in the box art’s case), Luke is quite ho-hum compared to the other newcomers. He isn’t as stylish as Jamie, graceful as Manon, or cool like Kimberly. Yet his fundamentals are more solid than those characters. No drinks, medals, or walkman-based power-ups required. Just sturdy normals, specials, and super arts.

Vulcan Blast can win projectile fights with other fighters, and Eraser locks them into an autocombo of swinging fists. Pale Rider has him tackle the opponent for mounted strikes, which doesn’t sound as fancy. However, it’s good at ending combos with beefy damage, especially in Critical mode. It also has an invincible startup, so it can pass by fireballs and other errant moves to punish rival players.

4 Kimberly: Bushin Scramble

Best SF6 Super Arts- Kimberly Bushin Scramble

Speedy characters aren’t going to win a test of strength against big tanks like Marisa or Zangief. They may even struggle to fight fire with fire against Luke and similar opponents. But they can rush all over the stage and frustrate opponents with slick strikes they're too slow to reliably react to. Single strikes might not threaten their life bar so much, but they all add up to make them a worry.

Related: How Kimberly Embodies Street Fighter 6's New Direction

This is especially true for Kimberly, whose ninjitsu style is all about escaping their rival’s attacks, then closing the distance to take advantage when they’re vulnerable. The Bushin Scramble is the best super in this regard as it can divebomb past projectiles, and be done in midair as well as the ground to catch foes at an angle. It's also good to close off juggle combos with a flourish.

3 Cammy: Killer Bee Spin

Best SF6 Super Arts- Cammy Killer Bee Spin

Diving attacks can be the boon or bane of fighting game players. Their strength in the hands of Yun, Yang, and Rufus led to it becoming such a meme it inspired the gag fighter Divekick. It’s more benign when tied to a super as that limits its use via a meter. But that doesn’t mean it can’t still make opponents sweat, as the Bushin Scramble shows. The same applies to Cammy’s Killer Bee Spin, as its sharp diving kick can catch her foes unaware.

It can also be combed into from grounded moves, meaning players don’t have to be airborne to do it. There’s more to it than just referencing Street Fighter 2: The Animated Movie. Just be aware that this infamous choke hold only happens if it hits grounded opponents. Midair clashes won't be as deadly.

2 JP: Interdiction

Best SF6 Super Arts- JP Interdiction

SF6’s new Psycho Power wielder is a hard character to get to grips with. He relies on keeping the opponent at the far end of the screen by filling it with projectiles and traps. Players have to know what button does what with each spike, shadow clone, etc., before working them into their combos. He requires sharp tactics, and his Chornobog and Lovushka supers can fit this more tactical mindset.

Yet players are likely better off saving their super meter until it’s full. Then they can give the opponent some Interdiction. It’s a full screen throw that impales the foe with spikes from the inside, meaning it’ll hit anyone left standing on the ground. Opponents could jump to avoid it if the move wasn't fast as well. Unless they have quicker reflexes, or are already airborne, they're going to get grabbed.

1 Guile: Sonic Hurricane

Best SF6 Super Arts- Guile Sonic Hurricane

How can players beat Interdiction? By getting in JP's face. If they rush him down, counter his attacks with their own on reaction, or catch him on wakeup, he won’t get the chance to use most of his toolkit, let alone his big supers. Ken, Kimberly, Juri and the like could shut him down with the right play. However, Guile can be just as deadly to him and others from close and mid-range.

His normal attacks reach long enough to close the distance, and lead into the Sonic Hurricane. It’s a Level 1 super, but it’s strong enough to cut through multiple projectiles. Guile can break it out whether he’s on block or on the attack. It’s also good for catching opponents on wakeup, and now can catch airborne opponents with its angled variation. For a move that used to be Guile’s big Ultra Combo, toning it down somehow made it stronger.

More: Best Super Moves in Fighting Games